FT Guided Bomb KGB 3000 MK.1
KGB 3000 Mk.1
Funky Trees guided bomb
First-of-the-kind funky trees guided bomb, inspired by the real-life GBU-8, based on the principles of my funky trees missiles, can now mount and fire multiple at once. No part of this bomb is guided by an in-game default missile or a gyro!
Player Usage
- Find and fly toward any ground target
- Choose Air-To-Ground mode and select the target you wish to hit
- Go into any of the three onboard bomb cameras to fly to a distance within the drop range, as indicated by the Launch Authorization Meter to the right of the crosshair.
- If the arrow is at the very bottom or at the very top of the meter and flashing, you are too far or have overflown your allowed drop zone, respectively.
- If the arrow is moving within the meter and says "Launch Allowed" at the bottom of the meter, hold down on the Fire Weapons button briefly to release the bombs.
- You may now disengage. As long as you keep the target selected the bomb will hone into its target by itself. You may also choose to change your selected target and the bomb will adjust course accordingly to the best of its ability.
Abilities and Features
- Semi-Active guidence
- Multi-launch capability for overkill
- 3000lbs TNT equivalent in a 2600lbs bomb
- High accuracy on static and moving targets at all altitudes and all speeds (under ideal conditions)
- Self-contained package, only requires import of variables
- Ability to re-lock and switch targets mid-flight
- On-board tracking camera
Limitations and problems
- The bomb's guidance requires that you maintain lock on a target, which means keeping your plane within 3 miles of the in-game convoy until it hits
- The bomb may overshoot its target when launched at an extreme altitude
- When launching, it is highly recommended that you keep the plane as stable as possible
- At random, there is a small chance that the bomb will guide itself to the completely opposite heading to where the target is. I have tried my best to mitigate this problem, however, be warned that the possibility is still there
- The bomb has a 1 in 10 chance of not detonating upon impact, depending on the speed, altitude, and angle at which you launch the bomb. This is sometimes due to the bomb skipping on the ground, or the fuselage or the shell being destroyed and slowing the bomb down enough that the actual bomb does not go off, or that it completely ignores the terrain and flies through it. I have tried to mitigate this problem by implementing a proximity fuse; however, it is also not entirely reliable.
- The bomb's explosion is bigger than you think, therefore it is highly recommended that you are at least 3000 feet above the terrain when you drop the bomb
- The on board bomb camera likes to shake violently when you are making a turn with the plane.
How it works (aka me rambling)
This has been a really eye-opening project for me. I only discovered recently that flight computers give variables, and that there can be multiple on your aircraft and they can give you different values depending on what they are actually subjected to; say for example that if two flight computers are placed 5 meters apart on the aircraft, their longitude and latitude would actually be different. More so, they keep outputting variables even if they are separated from the main flight computer/main aircraft. Thus, one can find the real-time difference between the flight computer placed on a, for example, missile, and the home aircraft, and then calculate the trajectory/difference in position from the missile's flight computer to the target which you have selected. Thus applying some calc 3 and rigid body dynamics some kinematic equations and some finesse with the PID function allowed me to be able to make this bomb possible.
Credits
Jundroo for the Hellkeska
Specifications
Spotlights
- PointlessWhyshouldi 1.7 years ago
- ThomasRoderick 1.7 years ago
- Goshka 1.7 years ago
- 420IsMyGod 1.7 years ago
- ShinyGemsBro 1.7 years ago
- DFA007 1.7 years ago
- Icey21 1.2 years ago
- Bryan5 1.7 years ago
- Neruneten21 1.7 years ago
- MobileBuilder21 1.7 years ago
- Kendog84 1.7 years ago
- Hannyboy 1.7 years ago
- KmsGelvain 1.7 years ago
- Yourlocalhuman 1.7 years ago
- MAPA 1.7 years ago
General Characteristics
- Predecessor Hellkeska
- Created On Windows
- Wingspan 54.2ft (16.5m)
- Length 74.1ft (22.6m)
- Height 20.1ft (6.1m)
- Empty Weight 38,183lbs (17,319kg)
- Loaded Weight 45,683lbs (20,721kg)
Performance
- Power/Weight Ratio 0.737
- Wing Loading 90.6lbs/ft2 (442.5kg/m2)
- Wing Area 504.1ft2 (46.8m2)
- Drag Points 1315
Parts
- Number of Parts 355
- Control Surfaces 15
- Performance Cost 1,743
I did not expect this to blow up over night
pun intended
Honestly amazing
@Sableric Absolutly, I'd love to help and teach what I've learned. Dm me on Discord kuatta4
@Ku Hey, Ku, im currently making a drone that would utilize JDAMs, and im interested in how smooth these glide, though I don't have the knowledge to replicate them. I'de like to ask if we could collaborate or rather more honestly if you could help me, alternatively, teach me. I'll appreciate anything but of course I understand if you dont want to. If it makes it any better, I can show you exactly what aircraft these JDAMs will go on so you can evaluate if their quality is worthwhile or not.
@Ku Got it, thanks.
@snaffi it rly is not that hard as an aerospace engineering student, but perhaps more difficult for people who do not have the proper background. And no there is not currently a guide on how to make such things; however i am considering creating one in the future.
Damn, it turned out really cool. Now I have a question: how did you do it? Can I find a guide somewhere on how to create bombs like this?
PLS GBU laser and even moooore realistic i can't upvote but i would
I have many ideas, such as the kornet ATGM, or the vikhr ATGM, the strange thing is that the cornet has only 2 rudders, not 4
@Bezdadsds interesting idea...
Can you make Hellfire missile?))
Some of Coolest shit I’ve seen here is from you dude.
@Ku how do I pick it up to save it as a subassembly
@BraxtonSkipper What part of it does not work
For some reason it doesn’t work on mobile??
@Yourlocalhuman true
Great aiming camera indication and bomb guidance as well, thank you for the awesome work!
@OrderlyHippo Well see the games gives you the heading distance and the elevation of the target you have selected, and so that's how I can calculate where the target is without using an in game missile to lock onto it. You can also do it with memory variables by setting priorities to the variables (They are basically activation groups but instead of the value returning to 0 when they are deactivated they freeze thus making them permanently that value until it activates again) but why would you do that when you can just slap a flight computer onto something and find the deviation between where the flight computer is, where your plane is, and where your target is. I can go on more but that's a little bit about how it works. As for the maffs I highly recommend you to learn some that is at least relevant to what you are going to make so that you can be interested and be educated at the same time. I also highly encourage you reverse engineer other people's work not only to see how the maths work but also how they get around the game's limitations, because that's at least half the battle coding in simpleplanes.
@Ku I lack math skills lol. That’s why high speed maneuverability is non-existent on my missile. A version 2 concept I wanted to make (but just takes too much time so I won’t) is launching the glide missile to inputted coordinates (some presets for each island) and orbit there. Then you can steer it once it’s in orbit (to the ice base launchers for example). I opted out of the “selected target” tracking like yours has because math is hard, but also because I REALLY wanted fire and forget to hit the 2 ice base launchers in 1 attack run. Fun. Your build solves the issue mine attempted, but failed to solve. Track and hit targets in between mountains that you don’t have line of sight with. Unfortunately Simple Planes missiles can not lock unless you have line of sight from the main cockpit. So, I shifted my strategy towards long range, remote control kills.
@OrderlyHippo Very very interesting concept you had. Custom weapons are already far and few between and funky trees weapons are even rarer, I am glad to see that others share my interest too. It seems that your design was limited by the fact that you tried to use the in game default weapons as shells or frames instead of developing a new one from scratch. I think if you did that it would have been more easily controllable and allow you to do far more with your design.
You like custom weapons. Might like my old post
Great 10/10
@Ku all right, thanks, I'll see if I can make it work
@Quizels06 Ya about that
It a lil bit of a process but i've simplified it as best i could but here are all the steps if you rly want to try it yourself
1. Go inside the bomb and find the flight computer, copy down all the variable names, and then delete the flight computer
2. Go into the variables menu, copy paste the following variable onto like a google doc or whatever: B1F1Con, B1RStab, B1F2Con, TLat, TLong, TAlt, MTD1, MTH1, MTE1, B1TTG, PControl1, YControl1, LaunchAuth, B1Launch, LH1, LA1, LT1
3. Under the last three variables, LH1, LA1, LT1, there are also codes for priorities; you also need to copy that
4. You can now take the centerline mounted bomb with it's detacher and save it as sub assembly and put it on your plane
5. Re-copy all of the variables into the variables menu, Including the priorities for the last three variable!
6. Put a flight computer somewhere on the bomb (make sure it is oriented the right way) and rename all of the variable outputs to what you have copied down from the original build
7. After all that it should work
This is absolutely awesome, I love it!!
How can I implement it on my on aircraft as a subassembly? I tried it, but the HUD on the bomb camer is grey instead of green for me and I can't drop the bomb, even tho I've got lock.